The CAVE: audio visual experience automatic virtual environment
Communications of the ACM
Understanding and constructing shared spaces with mixed-reality boundaries
ACM Transactions on Computer-Human Interaction (TOCHI)
Traversable interfaces between real and virtual worlds
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Computers as Theatre
Calibration-Free Augmented Reality in Perspective
IEEE Transactions on Visualization and Computer Graphics
Recent Advances in Augmented Reality
IEEE Computer Graphics and Applications
Virtual Art: From Illusion to Immersion
Virtual Art: From Illusion to Immersion
Shader Lamps: Animating Real Objects With Image-Based Illumination
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Accurate light source acquisition and rendering
ACM SIGGRAPH 2003 Papers
A Stereo Vision-Based Augmented Reality System with Marker and Natural Feature Tracking
VSMM '01 Proceedings of the Seventh International Conference on Virtual Systems and Multimedia (VSMM'01)
From remote media immersion to Distributed Immersive Performance
ETP '03 Proceedings of the 2003 ACM SIGMM workshop on Experiential telepresence
A real-time shadow approach for an augmented reality application using shadow volumes
Proceedings of the ACM symposium on Virtual reality software and technology
Emerging frameworks for tangible user interfaces
IBM Systems Journal
Collaboration around Shared Objects in Immersive Virtual Environments
DS-RT '04 Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications
The importance of parameter mapping in electronic instrument design
NIME '02 Proceedings of the 2002 conference on New interfaces for musical expression
Mixed Reality in Education, Entertainment, and Training
IEEE Computer Graphics and Applications
A practical guide to global illumination using ray tracing and photon mapping
ACM SIGGRAPH 2004 Course Notes
Shading and Shadowing of Architecture in Mixed Reality
ISMAR '05 Proceedings of the 4th IEEE/ACM International Symposium on Mixed and Augmented Reality
Enhancing X3D for advanced MR appliances
Proceedings of the twelfth international conference on 3D web technology
Shadow casting for soft and engaging immersion in augmented virtuality artworks
Proceedings of the 15th international conference on Multimedia
Particulate matters: generating particle flows from human movement
Proceedings of the 15th international conference on Multimedia
Advanced global illumination using photon mapping
ACM SIGGRAPH 2008 classes
Software platform for real-time room acoustic visualization
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
MM '08 Proceedings of the 16th ACM international conference on Multimedia
Shadow agent: a new type of virtual agent
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
The Glass Organ: Musical Instrument Augmentation for Enhanced Transparency
SG '09 Proceedings of the 10th International Symposium on Smart Graphics
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The "Virtuality Continuum" describes the possible variety of mixed reality setups between virtual environments and the real world depending on the ratio of digital and physical elements. We study here another type of continuity that concerns the perceptual (mainly visual) coherence between the real and virtual worlds. This notion is of particular importance for the use of new media in the performing arts and installations, but is also known to be a key issue in the sense of immersion. By examining studies on film editing and on the design of Mixed Reality applications, three principles are defined for the sake of perceptual continuity and compatibility: point-of-view, space and time coherence, and illumination. Examples of art installations are analyzed according to these principles and illustrated through this model. Since it seems to us that illumination has been underestimated in the studies on perceptual coherence, the continuity of illumination in a Mixed Reality performance is described in more details at the level of real and virtual shadowing. From the implementation of these artworks, practical simplifications and a software architecture are proposed for the design of interactive Mixed Reality applications that follow the three principles of perceptual continuity. Future directions for a better integration of the real and virtual worlds are proposed together with their technological requirements.